/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.ai;

import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.Location;
import net.sf.l2j.gameserver.model.actor.instance.L2BoatInstance;
import net.sf.l2j.gameserver.network.serverpackets.VehicleDeparture;
import net.sf.l2j.gameserver.network.serverpackets.VehicleInfo;
import net.sf.l2j.gameserver.network.serverpackets.VehicleStarted;

/**
 * @author DS
 */
public class L2BoatAI extends L2CharacterAI
{
    public L2BoatAI(L2BoatInstance.AIAccessor accessor)
    {
        super(accessor);
    }

    @Override
    protected void onIntentionAttack(L2Character target)
    {
    }

    @Override
    protected void onIntentionCast(L2Skill skill, L2Object target, int controlItemObjectId)
    {
    }

    @Override
    protected void onIntentionFollow(L2Character target)
    {
    }

    @Override
    protected void onIntentionPickUp(L2Object item)
    {
    }

    @Override
    protected void onIntentionInteract(L2Object object)
    {
    }

    @Override
    protected void onEvtAttacked(L2Character attacker)
    {
    }

    @Override
    protected void onEvtAggression(L2Character target, int aggro)
    {
    }

    @Override
    protected void onEvtStunned(L2Character attacker)
    {
    }

    @Override
    protected void onEvtSleeping(L2Character attacker)
    {
    }

    @Override
    protected void onEvtRooted(L2Character attacker)
    {
    }

    @Override
    protected void onEvtForgetObject(L2Object object)
    {
    }

    @Override
    protected void onEvtCancel()
    {
    }

    @Override
    protected void onEvtDead()
    {
    }

    @Override
    protected void onEvtFakeDeath()
    {
    }

    @Override
    protected void onEvtFinishCasting()
    {
    }

    @Override
    protected void clientActionFailed()
    {
    }

    @Override
    protected void moveToPawn(L2Object pawn, int offset)
    {
    }

    @Override
    protected void moveTo(int x, int y, int z)
    {
        if (!_actor.isMovementDisabled())
        {
            if (!_clientMoving)
                _actor.broadcastPacket(new VehicleStarted(_actor.getObjectId(), 1));

            _clientMoving = true;
            _accessor.moveTo(x, y, z);
            _actor.broadcastPacket(new VehicleDeparture(getActor()));
        }
    }

    @Override
    protected void clientStoppedMoving()
    {
        _clientMoving = false;
        _actor.broadcastPacket(new VehicleStarted(_actor.getObjectId(), 0));
        _actor.broadcastPacket(new VehicleInfo(getActor()));
    }

    @Override
    protected void clientStopMoving(Location loc)
    {
        if (_actor.isMoving())
            _accessor.stopMove(loc);

        if (_clientMoving || loc != null)
        {
            _clientMoving = false;
            _actor.broadcastPacket(new VehicleStarted(_actor.getObjectId(), 0));
            _actor.broadcastPacket(new VehicleInfo(getActor()));
        }
    }

    @Override
    public L2BoatInstance getActor()
    {
        return (L2BoatInstance) _actor;
    }
}